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Magic Specialities

Rule

If the GM allows, you can choose a Magic Speciality instead of one of the Specialities from your chosen Background.

Gift Bearer

Magic Speciality

You carry a gift that bestows magical powers.

Level Features
1st Source of Power, Magical Gift

Source of Power

1st-level Gift Bearer speciality feature

Through your gift you can tap into mystic powers or communicate with spirits. You can pick a magical archetype during character creation.

Magical Gift

1st-level Gift Bearer speciality feature

Pick a magical gift from below.

Bracelet of Shadows

Gift

This gleaming onyx bracelet cannot be removed. It allows you to hear and command the... things that linger beyond the shadows. While wearing the bracelet you can see normally in low-light and darkness.

Whistler's Knack

Gift

You are Proficient in a curious tune only you can whistle. You can use its Proficiency instead of a substitute Proficiency of your choice.

Immortal

Magic Speciality

You have lived for centuries, maybe aeons. You may live for centuries more.

Level Features
1st Ancient Wisdom, Memory of Ages

Ancient Wisdom

1st-level Immortal speciality feature

You come from an age of high magic. The lore of this time has been long lost, but you still possess some of this ancient wisdom. You can pick a magical archetype during character creation.

Memory of Ages

1st-level Immortal speciality feature

You're forgotten more than most folk know, more than you remember yourself. You can spend 10 minute searching your memories to gain proficiency in one tool, language, or one of the following Skill: Arcana, History, Medicine, Nature, or Religion. The memory of this knowledge fades once you take a Rest. You must Rest before you can use this feature again.